Pikeman Archive

Thread: Propose fixes close quarters combat group effort

Ipree_Keamym
Tue Sep 16, 2003 3:52 am
#1

My biggest gripe to date even greater than the KD nerf and the damager reduction to pike is the fact that commando now owns close quarters combat and our range has been gimped to the point of not being able to it moving targets even at 0m due to serverside latency issues. And I realy hate when a novice commando can kill me and my 10k ham pet in seconds when I'm already a master of an elite proffession, what gives?


I've said it before and I'll say it again, all melee needs 10m range to makeup for server side latency.


if ranged damage stays beefed VL should be beefed in damage and either changed LVA to heavy armor pierce due to it's horrible range mod and make VL medium which would bring us inline with 2handed almost.


master brawler needs more bonues/toughness/resists that work to be worth keeping. right now it's just a status symbol.


fix the toughness to be inline with other melee, even if they do fix KD back to how it was.


fix polearmhit3 to have the same modifier as the 3 other elite brawler profs.


dodge, evade, etc.. make them work. I see light blue swoopers dodge and evade in prone more than I do. That and how does a sharnaff counterattack, it's a big elephant, come on.


innate runspeed boosts that start at master brawler and continue in all elite brawler profs


10-15 minute recycle master brawler skill moral boost to heal 1k mind damage. It's very annoying to check the combat log and all I see is flamethrower and eyeshot spam. It's even worse that we have no option other than to take up novice medic because no non combatant would in their right mind follow a brawler into battle to stay inside the heal range. I've seen it, it's crap. This skill could heal all ham pool for 1k and not be affected by combat timer or stun/dizzy crap such as innate race skills are right now.


Oh yeah, and LOWER HAM COSTS!



I haven't seen anything about this by anyone else but it's something I've been holding. As useless as melee becomes as time progresses, I see it only fair to lower skillpoint costs considerably for melee as it's also been stated that range owns the game and melee doesn't really have a place in swg. So, if we don't get the balance in combat, we should get balance in skillpoint cost by reducing it.



Ok, Feedback! Yay




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Evil will always triumph because good is dumb.
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